I use Blender builds from the irie PPA, and I have it by default:
Installing from the PPA:
Add the PPA: ppa:irie/blender (sudo add-apt-repository ppa:irie/blender)
Update your sources (Ubuntu Software Center does this automatically, but you will need to do it manually if adding from the command line). (sudo apt-get update)
Install blender (this package is ...
I think the only way to do it is with some Python scripting. First select the object you want to show in place of the particles (dupli object) and then select the object with the particle system. Then run the following script. But be aware, it can get quite slow if you have lots of particles (for 5000 particles and Suzanne as dupli object, it took almost 4 ...
Until I can get a tutorial made I will give a couple pointers.
Solve Blender "z" up axis
Create a folder on your desktop and give it an extension of ".scnassets"
Put your collada(.dae) file along with any textures you will be using
Drag the folder into your project and save as copy like usual.
Click on your scnassets folder and you will see a checked box ...
Object and bone transformation in Blender are applied in the order of scale, rotation, translation. As a matrix this would be written like this:
object_matrix = translation_matrix * rotation_matrix * scale_matrix
Note that this order ensures there is no shearing, which happens when you do scaling after rotation.
If parenting is included in the matrix, ...
Your build probably wasn't compiled with COLLADA support, otherwise it should be there.
Try grabbing a build from here
and make sure it has WITH_OPENCOLLADA ON
or make sure you download an official release from the official site.
Start with the default cube. Ensure you've created a material or use the default material already created. Assign a texture to it as a diffuse image, say "lava.png". The important point here is to assign your object texture via a material. There is another way to directly texture mesh faces without a material but you still need a default material to get the ...
When you are exporting to DAE make sure that you export the Material textures, because the texture coordinates are exported correctly but the material doesn't get bound to the texture correctly (and there's no color in the obj, MagicaVoxel uses a palette texture and so it encodes the color in the x component of the UV coordinates).
I was having an issue when exporting DAE's to use in Aurasma. After hours of messing around and re-exporting I realised that the problem was that I'd set Blender to default to the 'Cycles' renderer (and therefore associated materials) and exporting DAE's with textures only works with materials created in 'Blender Render' mode. I'm not sure that this solves ...
No. Blender's Collada exporter does not have a convenient way to do this. Your best option is to rotate the object as you mentioned.
Note that just rotating the object might be insufficient for some applications, e.g those which actually care about Collada's up-axis specification (which can be either Z_UP or Y_UP).
If you're working with one of those, you'...
The most likely reasons are that the cube was either hidden when you exported or on another layer and you just exported the entire scene. One other thing you could try is when exporting, select the model(s) you want to export and tick Selection Only.
After googeling hours and hours i found out, Blenders Collada exporter is just buggy. For everyone who wants to use Blender and Assimp together i recommend the FBX file format. Both, Blender and Assimp do support it, you can configure Blenders FBX exporter to use the correct Coordinate-System (-z forwards, y upwards) and it even supports exporting all ...
It's likely that your suspicions are correct: the file is just too large for the amount of RAM you have.
To be clear, it's not too big for Blender. Blender can handle any size file so long as the OS can give it enough RAM, quickly enough. Sometimes there is technically enough RAM available, but the OS can't allocate it quickly enough, so it's not available ...
Collada file export should come with Blender 2.66a. However, if it isn't installed, there are a number of external plug-ins you can use to get full-featured Collada compatibility.
The best one of these you can download from http://sourceforge.net/projects/colladablender/.
If that doesn't work for you, you can always try exporting to one of the other file ...
In case anyone is trying this in Blender 2.80, here's the updated version:
# Set these to False if you don't want to key that property.
KEYFRAME_LOCATION = True
KEYFRAME_ROTATION = True
KEYFRAME_SCALE = True
KEYFRAME_VISIBILITY = True # Viewport and render visibility.
def create_objects_for_particles(ps, obj):
# Duplicate the given object ...
You can't (at least - not the way you want)
SketchUp very cleverly abstracts away the underlying geometry by rendering all connected faces on the same plane as one surface (unless you tell it not to). With this visual abstraction SketchUp allows surfaces to have gaps.
Blender's geometry model, known as BMesh, treats surfaces differently, it has a model of ...
The problem seemed to be that the imported collada file had multiple sets of clones of the same keyframes - 5 in my case. I'm not sure if this is a problem with the current collada import script or just with certain files, but I managed to fix the file by deleting all but the last set of cloned keyframes for each bone via the dopesheet. Once this was done I ...
Don't export from cycles but from the Blender internal.
Make sure the model is unwrapped.
Make sure the mapping coordinates is set to UV Map.
Make sure the UV map is assigned.
This video shows the steps for applying the texture to a sphere (with "cillinder projection"):
How to export the scene correctly and what format should I choose to be able to open this scene in any 3D editor, like Maya or Houdini?
What you need is the .abc Alembic file format which is a production standard. Blender does not support it as of 2.76b but it is planned for some future release.
There are also other formats (.FBX, .PC2, .DAE, .OBJ sequence)...
When you say you generated this collada file, I am assuming your writing the script/program that generated it.
Within the library_visual_scenes you need a node surrounding the instance_geometry to define and position the object using the mesh.
<node id="Gem" name="Gem" type="NODE">
<matrix sid="transform">0.92 -0.03 0.37 -0.38 0.14 0.95 -0.26 ...
I tried performing the steps in v2.65 r53189 and it exports the animations correctly.
It seems that in v2.66.1 r55078 the Collada export does not output the keyframes correctly.
In the end, I decided to take iKlsR's advice and use x format since it allows me to use the newest version of Blender and is still compatible with AssImp. It also allows me to flip ...
As far as I know, blender does not support exporting vertex colors to COLLADA (yet).
The only other formats that blender can export to (with the official export scripts, it would be perfectly possible to write your own exporter in python)
which support vertex colors are ascii fbx and ply.
If fbx doesn't work for you, you could try joining all your objects ...
You can make objects instantiated by group to be real ones.
While group instance selected, execute Make Duplicates Real operator (or press Ctrl+Shift+A if in 2.79 or prior) to make objects from group as real ones. You can now deal with them as with meshes, because they already are.
Then you can run Make Single User operator from Object menu (or press U > ...
Sometimes you just have to make allowances in your workflow. The images in your question seem to suggest to me that the issue is that the axis Blender labels as "X" is being named by your target environment "Y"; so when you're making your object, mentally swap the x and y axes as you build your model.
As far as I know Collada (and most other export formats for that matter) concern themselves mostly with exporting geometry, UV's and some times animations and constraints, not materials or textures.
Materials are very tied to the rendering system they belong to and can't generally be easily exported between applications apart from some basic properties.
If you read the Collada specification you will find that is uses a very complex way of doing materials. Basically materials and textures are treated separately.
"...Why is there any texture on the cube when the material doesn't have any textures by itself?..:" - Because any texture can be proyected onto any surface with Collada's sampler objects. When you ...
Collada has very limited support for materials. The file format still uses the old Blinn, Phong lighting interaction formulas. Blender supports far mature material models that cannot be exported using Collada. Note that Collada was last updated in 2008, more then 10 years ago).
It is possible to extend collada to support different material models, but that ...